A quick guide is now available for beginner mappers on the Daipedia. It covers things such as saving/loading maps, memory, object inventories, playing on your maps, and much more.
I just wanted to post this because I spent ages trying to figure it out :P
Under Windows:
If the arches don't load when you run the editor so you decide to use w32_collect_arches.bat and you then have an error message appear saying that it cannot find the arch files then do this.
In the error message it will say it cannot find the file "bug.101" in "\daimonin_mapmaker-B5_20090822\daimonin_mapmaker-B5\editor\dev\editor" this is because it isn't there. Go into the "arch" file and copy all of the folders in the "arch file" over to the "editor" file.
Then re-run w32_collec_arches.bat and it should collect them enabling you to open the map maker and have the arches :D
First of all, Java 6 is needed in order to run the editor binary. If you compile it yourself, it should work under Java 5 as well. You already got that far though so you can ignore this. :)
Secondly, the editor grabs the arches from the collection by default. The new mapmaker package doesn't have the arches collected by default so you will need to go to File -> Options, and untick Load Arches From Collection. It should be under one of those tabs in the options dialog. Then restart the editor and all the arches should appear.
I'd like to start getting more indepth with helping the game progress as well as the gameplay itself...ive downloaded the b5 mapmaker however is there a certain java version that is best used? if so where might i find such a beast.
~howu~
update: ive gotten into the editor however the archs have not downloaded/installed. i also had to extract the w32_start_editor in order to get thus far...any suggestions?
I think your problem is 'unpack Daimonin Editor'. This is a JAR file, which is an archive, yes, so you can unpack it, but you won;t have any fun doing that.
JAR files are basically Java executables, so you need to run it with Java. This is done for you with w32_start_editor.bat, so just unpack daimonin_mapmaker-B5_20090605.zip which creates the folder daimonin_mapmaker-B5. Then go into that folder and double-click w32_start_editor.bat. If you have Java installed, this will start up the editor.
PS, read README_FIRST.txt in the same folder too. :)
Hmm tried all of it. i use winrar to unpack it, then unpack Daimonin Editor...no idea what collect arch does but i tried it, ten start editor then start sever....each and every screen loads up really fast blinks and closes still. nothing working
I already did this to start with. The problem was Gridarta itself fell apart when the arches were not collected. But there was a workaround, detailed in the release news item (and also Jer's workaround of running collect_arches first seems to work). In any case, Ragnor fixed the Gridarta bug and mapmaker is updated with the fixed Gridarta now.
So all is well once more in the kingdom of B5 mapmaker. :)
Well I just had a PM from Idicus asking exactly the same question as here. I made a longish reply (wondering why he hadn't posted in the forum about it) and then found this.
having problems getting mapmaker B5 to work. when i try and start it the window comes up real fast, blinks and then closes....any ideas on whats wrong?
I am going to join this, I have tried the MapMaker for 10 minutes, and I have already fallen in love, this is my absolute favorite map maker yet, although I am still lacking a little knowledge, which i bet i can find on the forums. :)
I might join...I enjoy using the mapmaker, though I don't know anything about how to make working mobs on a map and stuff (I should probably read the forum, lol). So right now I'm working on a garden.
But once I get better it would be fun to help make maps for Daimonin. :)
~Animegirl~
Good start, though a few tips you can use to improve on your maps.
1. I've noticed you have used the same kind of tile in multiple places, especially the floor and grass, which is why it looks like it lacks a bit of detail. An easy way to overcome this (using grass as an example) is to plonk variations of the grass tile into a pickmap of its own. Unfortunately you can't just select an arch and place it directly into the pickmap, so you will have to first place it on the map, and then select the tile on the map and right click on the pickmap. Once you have everything you want on the pickmap, you can select all the tiles in it, or just select a portion of it. An easy way to select all tiles in the pickmap is to switch to a different pickmap and then switch back. Then if you right click in the map window, it will place a random tile from the pickmap into the map. Or if you want to place a large number of tiles down, use the fill or random fill tool.
2. Use a bit more decoration. There's already some objects such as bones in your maps underground, which is a good start. A few plants on the surface will make it look that much better. Then finally, floor masks do a great job of putting finishing touches to it. For example, you could put a small dirt patch in the grass, or a small pond, etc. Differing tilesets usually require floor masks in order to 'blend' them together, which is a good way to use them. Each bit of detail will make your maps look more and more unique. Also, inside you could put a bit of dirt down as well, as dungeons are rarely spotless. :)
3. If you want gameplay to really stand out, you could have unusual mobs in differing situations. If every dungeon simply had a few standard mobs placed here and there, the game would get a bit boring. You could customise their AI for example by placing an AI object in a mob's inventory, or make them patrol an area by using the waypoint object. An unusual situation could mean doing something a little crafty and putting a ghost behind some bars, and then grin as you watch players get fooled as the mob walks through the bars to attack the player. Or if you know how to script, you can do really advanced stuff such as planning an ambush or making really weird things happen that you would never see elsewhere. I'd say scripting is optional, as there have been many good maps that don't use them, and make use of in-game features instead. However, if you can script, it can become an invaluable tool for mapping. There is no limit on how experimental you can make your maps, as long as the gameplay remains balanced.
Anyway, this is how first maps usually turn out. I was in the same position as you when I first started mapping, and my first maps were lacking in detail. I just kept touching them up until they got accepted. It takes a little while to get used to the editor, but give it a couple of months and I bet you will be able to make maps as detailed as this in about 5-10 minutes. To give a bit of a comparison, I usually spend about a day on a map if it is part of a dungeon, though much of that time is about thinking of the bigger picture, and how the maps fit together. I also use many scripts for my maps, and one of my newer dungeons had so many scripts it took about half the development time, though that was a bit overkill. Other maps I've taken as little as 30 minutes on, though those maps don't really have anything special about them besides landscape as they are between dungeons. I try to avoid these kind of filler maps nowadays as they don't seem unique enough to be anything special.
Anyway, hope you keep mapping and that this doesn't discourage you. As I said, all mappers will have started out like this and it takes a bit of time in order to see your potential. :)
Okay, here are 2 maps i was able to complete, and link together, i'm not sure how to put them on the game, i'm hoping someone can help me with that later. If anyone thinks i should try something new, just give me a task and i'll try to accomplish it. I'm really hoping i can join the mapping team for the game, but i understand that i'll probably have to work harder for it.
I'd like to map, I can post maps of previous games i've mapped. But nothing professional. I think this game is great, and this is the best way i can think of contributing.
I just wanted to post this because I spent ages trying to figure it out :P
Under Windows:
If the arches don't load when you run the editor so you decide to use w32_collect_arches.bat and you then have an error message appear saying that it cannot find the arch files then do this.
In the error message it will say it cannot find the file "bug.101" in "\daimonin_mapmaker-B5_20090822\daimonin_mapmaker-B5\editor\dev\editor" this is because it isn't there. Go into the "arch" file and copy all of the folders in the "arch file" over to the "editor" file.
Then re-run w32_collec_arches.bat and it should collect them enabling you to open the map maker and have the arches :D
Hope this helps!
Clobber
First of all, Java 6 is needed in order to run the editor binary. If you compile it yourself, it should work under Java 5 as well. You already got that far though so you can ignore this. :)
Secondly, the editor grabs the arches from the collection by default. The new mapmaker package doesn't have the arches collected by default so you will need to go to File -> Options, and untick Load Arches From Collection. It should be under one of those tabs in the options dialog. Then restart the editor and all the arches should appear.
I'd like to start getting more indepth with helping the game progress as well as the gameplay itself...ive downloaded the b5 mapmaker however is there a certain java version that is best used? if so where might i find such a beast.
~howu~
update: ive gotten into the editor however the archs have not downloaded/installed. i also had to extract the w32_start_editor in order to get thus far...any suggestions?
I think your problem is 'unpack Daimonin Editor'. This is a JAR file, which is an archive, yes, so you can unpack it, but you won;t have any fun doing that.
JAR files are basically Java executables, so you need to run it with Java. This is done for you with w32_start_editor.bat, so just unpack daimonin_mapmaker-B5_20090605.zip which creates the folder daimonin_mapmaker-B5. Then go into that folder and double-click w32_start_editor.bat. If you have Java installed, this will start up the editor.
PS, read README_FIRST.txt in the same folder too. :)
Hmm tried all of it. i use winrar to unpack it, then unpack Daimonin Editor...no idea what collect arch does but i tried it, ten start editor then start sever....each and every screen loads up really fast blinks and closes still. nothing working
idicus
I already did this to start with. The problem was Gridarta itself fell apart when the arches were not collected. But there was a workaround, detailed in the release news item (and also Jer's workaround of running collect_arches first seems to work). In any case, Ragnor fixed the Gridarta bug and mapmaker is updated with the fixed Gridarta now.
So all is well once more in the kingdom of B5 mapmaker. :)
we should add an automated test in the server start script the arches are there collected and collect them when not.
Well I just had a PM from Idicus asking exactly the same question as here. I made a longish reply (wondering why he hadn't posted in the forum about it) and then found this.
Yep, see the latest comments on the map maker for B5 news item.
That happened to me Idicus... I fixed it by re-extracting the files then running the collect_arches.bat before opening the mapmaker
See if that works =)
having problems getting mapmaker B5 to work. when i try and start it the window comes up real fast, blinks and then closes....any ideas on whats wrong?
I am going to join this, I have tried the MapMaker for 10 minutes, and I have already fallen in love, this is my absolute favorite map maker yet, although I am still lacking a little knowledge, which i bet i can find on the forums. :)
I might join...I enjoy using the mapmaker, though I don't know anything about how to make working mobs on a map and stuff (I should probably read the forum, lol). So right now I'm working on a garden.
But once I get better it would be fun to help make maps for Daimonin. :)
~Animegirl~
Alright thanks, I'll try for more Detail and waypoints, and make it a little more random and unexpected.
Good start, though a few tips you can use to improve on your maps.
1. I've noticed you have used the same kind of tile in multiple places, especially the floor and grass, which is why it looks like it lacks a bit of detail. An easy way to overcome this (using grass as an example) is to plonk variations of the grass tile into a pickmap of its own. Unfortunately you can't just select an arch and place it directly into the pickmap, so you will have to first place it on the map, and then select the tile on the map and right click on the pickmap. Once you have everything you want on the pickmap, you can select all the tiles in it, or just select a portion of it. An easy way to select all tiles in the pickmap is to switch to a different pickmap and then switch back. Then if you right click in the map window, it will place a random tile from the pickmap into the map. Or if you want to place a large number of tiles down, use the fill or random fill tool.
2. Use a bit more decoration. There's already some objects such as bones in your maps underground, which is a good start. A few plants on the surface will make it look that much better. Then finally, floor masks do a great job of putting finishing touches to it. For example, you could put a small dirt patch in the grass, or a small pond, etc. Differing tilesets usually require floor masks in order to 'blend' them together, which is a good way to use them. Each bit of detail will make your maps look more and more unique. Also, inside you could put a bit of dirt down as well, as dungeons are rarely spotless. :)
3. If you want gameplay to really stand out, you could have unusual mobs in differing situations. If every dungeon simply had a few standard mobs placed here and there, the game would get a bit boring. You could customise their AI for example by placing an AI object in a mob's inventory, or make them patrol an area by using the waypoint object. An unusual situation could mean doing something a little crafty and putting a ghost behind some bars, and then grin as you watch players get fooled as the mob walks through the bars to attack the player. Or if you know how to script, you can do really advanced stuff such as planning an ambush or making really weird things happen that you would never see elsewhere. I'd say scripting is optional, as there have been many good maps that don't use them, and make use of in-game features instead. However, if you can script, it can become an invaluable tool for mapping. There is no limit on how experimental you can make your maps, as long as the gameplay remains balanced.
Anyway, this is how first maps usually turn out. I was in the same position as you when I first started mapping, and my first maps were lacking in detail. I just kept touching them up until they got accepted. It takes a little while to get used to the editor, but give it a couple of months and I bet you will be able to make maps as detailed as this in about 5-10 minutes. To give a bit of a comparison, I usually spend about a day on a map if it is part of a dungeon, though much of that time is about thinking of the bigger picture, and how the maps fit together. I also use many scripts for my maps, and one of my newer dungeons had so many scripts it took about half the development time, though that was a bit overkill. Other maps I've taken as little as 30 minutes on, though those maps don't really have anything special about them besides landscape as they are between dungeons. I try to avoid these kind of filler maps nowadays as they don't seem unique enough to be anything special.
Anyway, hope you keep mapping and that this doesn't discourage you. As I said, all mappers will have started out like this and it takes a bit of time in order to see your potential. :)
Okay, here are 2 maps i was able to complete, and link together, i'm not sure how to put them on the game, i'm hoping someone can help me with that later. If anyone thinks i should try something new, just give me a task and i'll try to accomplish it. I'm really hoping i can join the mapping team for the game, but i understand that i'll probably have to work harder for it.
http://i490.photobucket.com/albums/rr270/Daemon513/TempleofDarknessBasem...
http://i490.photobucket.com/albums/rr270/Daemon513/TempleofDarkness.png
Also under the same name, are some of the map's and GUI's i've done on another game.
I'd like to map, I can post maps of previous games i've mapped. But nothing professional. I think this game is great, and this is the best way i can think of contributing.